Category:Gear In Reckoning

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Airscape (Gear)
Arcadia (Gear)
Astral (Gear)
Firerealm (Gear)
Karnath (Gear)
Kzinti Homeworld (Gear)
Midgaardia (Gear)
Noctopia (Gear)
Nowhere (Gear)
Outland (Gear)
Tarterus (Gear)
Thorngate (Gear)
Water (Gear)
World Of Stone (Gear)
Areas in Water
Plane Of Water (Gear)
Reckoning (Gear)


NOTE: Lodestone is available only following a Reset.

Run is known as lodestone (or simply "lode") - this is a melee run.

Before leaving Thorngate, make sure you have 2-3 Pink Potions for each tank to drink in the final gear room.

From Water shift, go 3dw2d to reach the "core" room to which you will need to keep returning as you collect the four keys from the four different elemental areas.

From this core room, the areas lie as follow: water to the north, air to the south, fire to the east, and earth to the west — the last two areas are nospell!

The keys are carried by the essences of water, air, fire, and earth, or by respective scanning keywords: "amorphous," "face forms," "roaring flame," and "collosal." (n, s, e, w) Make sure to have any archers in the group keep an eye out for these essences on scan. One good archer using longshot can make this run much easier!

The room 1u from the core room is as safe as you're gonna get, and should be used for regenning & respelling as needed.

Ageless Decly and her friend Nibnobe The Illusionist lie behind 4 locked rooms down from the core room, and though the last room is nospell, the preceding three rooms (which each contain two mobs) allow casting. As the gear room is nospell, have casters surge off their mana in the three preceeding rooms. Once the group is regenned and ready to get the gear it is customary to send the casters home.

Keep all but two brutes in hitgear at all times, as the hitting will be needed. It is strongly recommended to have at least 24 ticks left on spells before entering any elemental area or the final gear mob area. The earth elemental area contains disarmers and gear stompers, so pay very close attention!

As you make your way down close the doors above you, in case group members get dread cast on them and flee.

Be sure to have groupies carry Pink Potions in their inventory for the final room. If the potions are in a container, then the blind tank will not be able to get it out. If you're late in the tank chain don't quaff your Pink Potions early in the fight, especially if you don't have too many. Sometimes Nibnobe The Illusionist casts fear on a tank. If this happens the tank chain needs to be prepared to skip this tank, as they will be unable to rescue.

Besides the Lodestone, this run will also get you the Rod Of Elemental Power, the Necroscope's Box, and the Staff Of Prophecy.

Pages in category "Gear In Reckoning"

The following 5 pages are in this category, out of 5 total.